It's quite dissimilar to dodge - dodge prevents hits, avoiding damage stops some of the damage of a hit. You still will be hit (even if only for 0 damage). They apply in different ways, at different times. It applies to any hit.

Why does Melee Damage on Full Life not actually scale "melee" damage. It currently only scales Melee "physical" damage. Shouldn't the support be renamed Melee "Physical" Damage on Full Life? Alternatively make it scale all melee damage on full life. It would be really fun and cool to do melee elemental CI attackers.

Support names are indicative in general of what they do. They are explicitly not supposed to be full descriptions of exactly how they work. That's what the stat descriptions on the support are for.

For example, do Undying Grapplers have something like "200% increased life, 100% increased lightning damage" from their tree, and as such the damage they deal with Discharge is at it's highest when Power Charges are being Discharged?

Monster's skills may have such damage modifiers. In addtion, monsters get increased life and damage (among other modifiers) for being magic/rare/unique, and get increased life based on the number of players in the party.

When my energy shield recharge starts, I do gain the dodge / movespeed buff. I dont visibly gain any phasing buff however - either visually (like phase run), or as an icon that represents phasing at the top of the screen.

I use no skills / cwdt set up that would disable phasing.

Is it just that the phase run granted from this item doesn't have an icon, or am i missing something?

You seem to be confused. This item does not grant Phase Run. Phasing and Phase Run are different things. Phasing is the state of being able to pass through enemies. It's granted by lots of things, including the Quartz Flask effect, the buff from the Phase Run skill, and several passive skills. Some of those things also grant visual effects (such as the flask effect and the buff from Phase Run, which each have their own different visual effect).Phase Run is a specific skill, which adds a buff to the player. This buff grants multiple bonuses, one of which is Phasing, and also applies a visual effect to the character.

With the "Projectile damage increased by arrow pierce chance" mod on Drillneck, is there any way to achieve more than 100% increased projectile damage? Same question regarding "critical strike chance increased by arrow pierce chance" node from the deadeye ascendancy.

If i sweep in a porcupine pack, my CWDT has a 1000 damage threshold and the porcupine's spikes deal 900 damage, my CWDT set up will never trigger, or will trigger when i get hit by a second spear?

It will trigger on the second hit, and then reset the skill's damage count.
Note that each skill tracks damage separately (and does not count damage recieved while on cooldown) so it's not technically correct to say the CwDT setup has a damage threshold. The support is separately supporting each individual skill by giving that skill it's own threshold.

Does Deadeye's Powerful Precision "Projectile Critical Strike Chance increased by Arrow Pierce Chance" and "Projectiles have 100% additional chance to Pierce targets at the start of their movement, losing this chance as the projectile travels" interact as expected i.e. you get ~100% incresed crit chance at point blank range?

I have some questions about the reflect mechanics for The Chieftain notable Tukohama. This is reflected damage and as such does not benefit from any increases or decreases to player damage. I would guess it doesn't benefit from increases to Totem damage as well.

Correct. Reflected damage is spearate from you, it isn't calculated with your stats, so isn't affected by them.

How about ignite? Can it ignite from Chance to Ignite and can that be affected by Increased Burning Damage supports and passives? Could that ignite Proliferate? (Checking the Wiki makes this one seem unlikely as well)

How big is the area affected by the reflect and can it be increased by Support Gems, Gear, or Passives?

The base range is 12. Since it originates from the totem, not you, and is not part of your skill being used by the totem, it will only be affected by the totem's modifiers to area, not yours - currently I don't believe there's any way to give them any such modifiers.

From the "Gameplay Help and Discussion" subforum, click on the "GGG" Icon beside this thread to see only posts from GGG staff. This works on any thread with GGG posts. Note that because of my very large reply which encompassed several pages of questions, this may take some time to load - I'm making one replay per page for now to reduce this effect.

Could you please explain how Growing Agony (viper strike threshold jewel) works? Does the per poison mechanic a) increase damage dealt by the player or b) increase damage taken by the enemy? I have the same question regarding The Taming + Emberwake combo.

They both say "increased damage", not "increased damage taken", and that's what they apply to. Anything affecting the damage taken by an entity, rather than damage dealt, says "taken" or "take".

I found a possible bug with Unstable Payload and Zero duration Traps. For the people who do not know If you use a sunblast belt and two Cheap Construction jewels you have zero duration on your traps. This means that after they have armed they trigger and go off.
Unstable payload effect is "x% Chance for Traps to Trigger an additional time". Sunblast's effect is "Traps Trigger at the end of their duration". So our key word here is trigger. Since we have zero duration we know that the moment they are armed they trigger and the jewel should give us a chance to trigger a second time. But it doesn't work.
Unstable payload by it self works if a mob or another player triggers the trap although so i know the problem isn't just the jewel not working.

This is not a bug. After a trap's duration is up, it can't persist, so it can't last long enough to re-arm and wait to trigger again - You only reach the end of your duration once, and then your duration is up and you can't do more. This was discussed in the past and the wording on Unstable Payload is likely to be improved at some point to make it more clear how it works.

If totems, traps and mines aren't counted as "You/You've" why is it that I get corrupting blood stacks when killing corrupted bloodlines monsters with my mines?

Because of a known issue where degen kills from temporary objects need to be assigned to you since the traps/mines/totems might not exist at the time the kill occurs. This will be fixed in the long term.

Also, if the logic is as we've been told before where the totem/trap/mine is the entity doing the killing and not you why is the Assassin's "Poison you inflict with critical strikes..." exempt from this as opposed to Chieftain's "Gain 20% of physical damage as fire if you've killed recently"?

The first is affecting your skills, and your totems use your skills, not their own. The second is checking state about your character (whether you've killed recently or not).
On-kill and on-hit descriptions are planned for a rework to make them more clear in the medium term, but other things have more priority at the moment.

Is the burn damage from this cold based or fire based? Say I hit a mob for 100 cold damage and it burns - what happens if I use frostbite? flammability?

Ignite (and other burning) always deal fire damage.

"

Hi Mark, I am aware that reducing duration of dots (poison, bleed) does not strictly increase damage as its per second.

On that note though, suppose poison was reduced to 0.69 seconds, would it just do 69% of a tick damage?

Damage over time does not "tick" in the way you describe. It's constantly occuring. A poison dealing 100 damage per second for 0.69 seconds will deal 69 total damage, just like a car driving at 100km per hour for 0.69 hours will end up 69km from where it started.

Does the first stage of Flameblast deal 100% tooltip damage, then each additional stage deals 110% more? This would result in a 10 stack Flameblast dealing 9*110% = 990% more damage, or 10.9x your tooltip.

Yes. I will look into making this clearer in the stat description when I get time.

A question about Wild Strike, how are the secondary effects calculated?

Exactly the same as the initial hit, but with different sets of modifiers applying to the same base damage, such as none of them being affected by melee-specific modifiers, and the fire/cold ones being affected by area/projectile damage respectively.

using Elemental Focus, with a full lightning build, I cant seem to shock or freeze, but mobs still get ignited every once in a while.

If you're certain you're not using Herald of Ash or some other igniting effect, please make a post in the bug reports forum including which character this occurs on and your reproduction steps so we can look into this.

When do buffs affect a spell like flameblast? Say I'm using orb of storms to proc elemental overload - if the buff is triggered after I begin channeling flameblast, does it apply since it's active for the explosion? If the buff is active when channeling begins but times out before the explosion, it doesn't apply? Likewise, is crit for flameblast itself determined on explosion or when you begin channeling?

How is "8% reduced Elemental Damage Taken while at Maximum Endurance Charges" from the Unrelenting Juggernaut notable calculated? My initial thought was that it just removed a flat 8% from the final damage directed to the character, but it feels a lot more powerful than that in practice (which might just be me imagining things, I admit).

It's just the same as any other modifier to damage taken - it affects damage taken by the character, after all mitigation (resitances, etc). Since it's reduced, it will be additive with other increased/reduced damage taken modfiers, such as Fortify or Shock.

Each Ichimonji give 10% increased buffs on you.
...
1) How does this interact with Elemental Conflux? Are the effects more potent or does it not buff it at all? (Are the Ignites doing increased damage? Is the Shock made more potent? Is the chill slower?)

Elemental Conflux is boolean. Damage either does or does not count towards applying a status ailment - you can't increase "does" by 10%. Similarly, it makes all hits apply each status ailment, and you can't increase "applies". It's already having as much effect as it can.

2) How does this interact with Ranger's Avatar of the Chase Onslaught buff? The 50% is additive with Ichimonji(s)? How does this interact? (Dual Wield Ichimonji as a Raider and get 70% increased effect of Onslaught?)

No. Onslaught is not itself a buff, it's a bonus that can be granted by a buff (or by other things). A buff granting onslaught is saying "you have onslaught", and this is a boolean thing which cannot be increased. Having the onslaught property grants your character some numerical bonuses, which are what Avatar of the Chase is affecting.

If I get buffed in anyway i.e rallying cry, power or frenzy charges, phase run, etc, does the totems get the damage increase at the same time I do? Or do I have to recreate the totems for them to have the damage increase?

Totems are using your skills. Your skills benefit from the bonus when you do.

Does crafting +2 weapon range to weapon or adding AOE gem increase acquisition distance and attack range to Ancestral Warchief? What about increase AW radius helmet enchants.What is the default Acquisition and attack range of AW?

I don't know what you mean by "acquisition distance". Increasing weapon range will increase the range he can target at. Increasing AoE will increase the size of the AoE slam, and the range it can be targeted at, since the slam is restricted such that the edge of the area must be in range, not the centre.

How does a multiplier to physical damage taken (Abyssus) interact with physical damage taken as X? Does it multiply the elemental damage since it in a way has been physical damage in the start of the calculation, similarily to how dealing converted damage works?

No. The point of "X damage taken as Y" modifiers is to change what things scale that damage. Increased physical damage taken will only apply to the physical damage you take, not damage of any other type.

What do modifiers to area of effect exactly do to Bladefall? They don't seem to change its width. Do they lenthen/shorten the individual volleys and the distance between them?

Area modifiers affec radius. The volleys are effectively sections along the edge of a large circle. Increasing radius makes them "longer" (more distance from closest to furthest area covered from player). Increasing the "width" is effectivly changing the angle along that circle that's covered, which is not available as a modifier.

I've made several late game Doomfletch characters, and it sure seemed like the map mod Armoured (+20% physical damage resistance) was lowering my elemental damage as well as my physical. This suggests that Doomfletch does it's bonus damage on the actual hit, not based on the weapon attack like is usual. I figured this was a result of the unusual randomness in the attack. Is this true, or am I just wrong?

You are wrong. Damage conversion does not and cannot occur after mitigation. It applies to the damage stats of the item, before they're used to calculate damage for a hit. Armour has no effect on the elemental damage dealt.

The new Hrimburn grants "Cold damage can burn". If you are attacking with a mixed fire/cold damage attack while wearing Hrimburn and you crit, will the resulting burn be a combined cold and fire sized burn, or will each element apply a separate burn?

A hit can only apply one instance of each status ailment, and all damage that can contribute to that status ailment does so.

Does turning on reservation skills, such as Anger, activate the "Mastermind of Discord" node?

Yes. You're using the skill.

"

Mark: The Assassin node "Toxic Delivery" notes "Poison Damage you inflict with crits deals 100% more damage", which is obvious in it's mechanics, but "Bleeds you inflict on Maimed enemies deals 100% more damage". If you apply Bleed and Poison on the first attack, and Maim on the second, will the bleed from the first hit benefit from the mod?

No. That was not a Bleed you inflicted on a Maimed enemy - you inflicted it on a non-maimed enemy.
More generally, DoT cannot update to account for changes in state.

Mjölner + Romira's Banquet + Resolute Technique
If i have Mjölner Equipped with 3 discharge gems and Romira's Banquet + Resolute Technique. Will all 3 discharges go off when i hit something? Since each discharge creates its own Power Charge that is then consumed by the next discharge gem?

Max slow - Temporal Chains + Slows
Can monsters be slowed more than 75% when using temp chains + slows like chill/tar etc?

Tar is not a slow, it's reduced movement speed. There is no cap on Slow (if there was, Freeze wouldn't work - it's a 100% slow). There is a specific cap on the effect of Temporal Chains, at 75%, but this does not affect other slows.

how does Barrage actually funktion, do I hit more often when i stand in melee range and how are additional projectiles added in?

The projectiles have a small amount of variance in where they aim, so they'll spread more the further out they fly. This makes hitting closer entities easier than further ones.
Additional projectiles are fired one at a time after the bse projectiles - Bararge already has the additional projectiles stat to fire more than one. adding to it just adds to the number if fires.

However, from my testing it seems like [Mine Trigger Radius] does not affect certain skills which target enemies, such as a mine that throws a trap, or a mine that casts Arc, or Lightning Warp (I think). Is this normal/intended, or a bug?

All skills that the mine targets enemies with are affected by the mine trigger radius. Note that this is a maximum - it won't let the mine target an enemy that's within the mine trigger radius but outside the range of the skill (the same is true of trap trigger radius).

Hey Mark, what's your stance on butting in all over the place? :) I'd keep it to questions I am 100% absolutely certain about. The biggest point (to me) is, they won't show up when filtered by Staff posts, making the answers somewhat harder to track down.

I'm answering all the questions myself, save those that are off-topic for the thread or I've already answered in previous posts, so while you're free to do it, it's somewhat wasted work.

Vortex seems to chill even if it's connected to Elemental Focus. According to the Wiki it shouldn't(Wiki:"The drawback of this gem will override all elemental-status-inflicting effects of the supported skill or passive skills, as well as buffs such as Elemental Conflux.").

Vortex (the skill) will not chill with it's cold damage while affected by this support. The ground effect it leaves behind is a spearate thing that happens to apply chill, but is not the skill applying chill.

When you cast a single firestorm and deal 3 hits to the monsters A and B...
-If you crit, you crit A & B (no assassin's mark).

This is both backwards and incomplete.
If you critically strike either A or B, then you count as having crit with the skill (not the other way around). The crit roll being the same for the whole skill means that if your chance to crit against both A and B is the same, you'll crit both or niether, but Assassin's Mark is not the only thing that could cause such a difference. Any conditional or enemy-specific crit chance modifier could do this.

If you crit, you support firestorm with power charge on crit level 1, you have 35% chance to get a power charge.
If you crit, you support firestorm with power charge on crit level 1, you have 92.4% chance to get a power charge (because the chance to roll for a power charge is different in each hit. But with a maximum of 1 because PCOC is limited to 1 charge per cast).

Each critical strike you get has a 35% chance to generate a power charge, but you can't gain more than one. In theory this should be a 35% chance to gain a charge if you get a crit (i.e. if you get at least one critical strike on A or B), but if you fail that roll, the skill doesn't know it tried, so will re-roll on each subsequent hit - the knowledge that you've already tried to gain a power charge for the crit is only possible if you have the charge. So it will currently keep rolling on each hit.

If you don't crit, and you have Unstable Infusion, A receives 3 hits, B receives 3 hits, you have 10% chance to gain a power charge.
-If you don't crit, and you have Unstable Infusion, A receives 3 hits, B receives 3 hits, you have 46.8% chance to gain a power charge (because the chance to roll for a power charge is different in each hit).

If you don't crit, you support firestorm with elemental proliferation (0% quality), and you have 15% chance to ignite, A receives 3 hits, B receives 3 hits, you have 15% chance to ignite the pack (and elemental proliferation is pretty much useless).
-If you don't crit, you support firestorm with elemental proliferation (0% quality), and you have 15% chance to ignite, A receives 3 hits, B receives 3 hits, you have 62.3% chance to ignite the pack (because the chance to roll for ignite is different in each hit).

Each hit has a 15% chance to ignite the monster being hit. That ignite will be based on that hit, and will proliferate to other enemies within a small radius. It's highly unlikely that one ignite will hit an entire pack unless you've gone to effort to compact them in, and even if it can, elemental proliferation is still not useless, as every hit proliferates, and since the strongest ignite applies, more individual hits igniting means some will roll more fire damage, and thus a stronger ignite, than others. Igniting each monster individually without proliferation is less good than igniting each monster idividually with proliferation, because if one of them rolls high, all of the enemies wi proliferation range take that higher damage.

If you crit, and you have a surgeon flask, A receives 3 hits, B receives 3 hits, you have 20% chance to get a flask charge for 1 cast (doesn't matter the amount of hits or enemies).
-If you crit, and you have a surgeon flask, A receives 3 hits, B receives 3 hits, you have 20% chance to get a flask charge for each enemy (doesn't matter the amount of hits, but you can get up to 2 flask charges). (I think this is wrong, but to have it covered...)
-If you crit, and you have a surgeon flask, A receives 3 hits, B receives 3 hits, you have 73.8% chance to get a flask charge (the chance to get a flask charge is calculated on each of the 6 hits, but you get a max of 1 charge).
-If you crit, and you have a surgeon flask, A receives 3 hits, B receives 3 hits, you have a 20% chance to get a flask charge for every hit (a minimum of 0 and a max of 6).

Each hit has it's own chance, but you'll only be able to get one, just like the charges.

Is the Romira's Banquet and Herald of Thunder incompatibility intended? (because it is, right? was hard to test, I tested without increased critical strikes supports too).

They are not incompatable. However, Herald of Thunder has the same restriction as any normal skill that it can only gain one charge per skill use, so once you've got that one charge, you'd need to refresh the Herald to get another. This is likely to be changed in a future patch.

Killing a shocked enemy while herald of thunder is active, augments the time it is active, start a "new" herald of thunder's "rain" (see previous question) or works as other status ailments (active the most powerful but when it expires the weak keeps working).

When you kill a shocked enemy, it creates a set of lightning bolts. This is not an effect on you or a status ailment. Each set of bolts is independant (and has it's own location).

Herald of Thunder + Increased Critical Strikes + Power charge on crit: How often will it roll for a power charge? every time a bolt falls? only once for the entire duration of the herald of thunder duration (and to be able to get another charge only when there is a moment without herald of thunder active)? Or basically just any of the prior iterations

Just like the above charge-gainging cases, it will roll on eahc time the event occurs, until you get the charge.

And what are the differences between Herald of Thunder and Blade vortex hits.

Most things. They are very different skills, and trying to list all the differences here is beyond the scope of this thread. I need to know what in particular you want to know about the functionality of the skills.

Because the skill you used that was linked to Curse on Hit and a Curse threw a trap but never hit anything, and the skill the trap was the trap's only skill, and had no curses to apply. Traps do not have sockets. when you trappify a skill, you're changing that skill to create a trap that will have only that skill, and none of your other ones.

What is the base (average) range of a ethereal knives projectile (with no increased/reduced projectile speed)?

The projectiles move at an average speed of close to 120 units/s for roughly 0.25 seconds of travel before they stop colliding with things, putting their effective range at somewhere around 30ish units. Then inherently have a variation of +/-40% base speed, but the average will be around 30.

Assume I equip drillneck and hit a monster which is cursed with projectile weakness with a spark/ethereal knives/.. projectile linked to the pierce gem such that I have 100% chance to pierce. How much increased projectile damage bonus is applied?

This post needs a better format. There's no way to filter out all the noise. Noise is inappropriate questions. Noise is incorrect answers.
...
Ed: This post is noise too

There's a valid concern here, but I'm fine filtering out such "noise" manually, and not including it in my responses (with this exception, because this is worth discussing). I've updated the OP to include a link to the thread filtered to just my posts, so people can just get answers (with their associated questions) that way.
There may be more on the way to help people sort through and find the answers they're interested in, but I can't say anything for sure yet.

1) Does the Gladiator Outlast and Outmatch endurance charge gain trigger on shield themed abilties? Reckoning and shield charge are the only two I can think of at the moment. Or do those count as dealing damage with your actual weapon?

Where is 2nd power charge comes from?
Definitely it's Commandment of Frost crit (there were no other mobs around)

Does it mean 'dead' mobs leave targetable 'body' for some time after death, before 'body hit the floor'?

Not for any time, no, but Commandment Of Frost happens during the killing hit - as an on-kill triggered effect, it is part of the process of the monster dying, so the monster hasn't finished dying when the enchantment skill hits it again.
This is on the list to improve long-term, but since it's rare and doesn't cause any real problems, is fairly low priority.

How does Commandment of Winter work? Unleashes a traveling icy projectile that pulses with cold
Is it the same mechanic as Ball Lightning?

No. Ball Lightning does no pulse, it sends bolts of lightning at specific targets independantly. The "of Winter" skills have a projectile that periodically deals area damage around it as it travels. This is the same mechanic as the pulsing projectiles used by the "Maelstom" monsters.

projectile spells, how far from the character projectiles are created? is there some default constant for the spells or each spell got it own 'projectile spawnpoint' distance based on the spell cast animation?

All projectiles originate from the edge of the player object, roughly 3 units from the player's centre (but varying with angle, as units measurements can only be integer, so rounding occurs).

What is Spectral Throw projectile hitbox size (1x3, 2x5 units or so), how does it affected by weapon type?

All projectiles (and other game entities) are squares, defined by a radius (the squares are circles defined by using manhatten distance). Spectral Throw's radius is half of the weapon's base range (rounded down).

"Immune to Elemental Status Ailments during Flask Effect"
If ailment was applied before flask has been used will ailment effect exist during flask effect duration?

Yes, currently.
So, basically is it possible to be ignited or shocked before and take burn damage over time or extra damage from the shock while having Elemental Status Ailments immunity? Does that immunity mean immunity to 'on hit effect' only?[/quote]Yes, currently.

We are currently changing descriptions to better distinguish between granting "immunity to X" and "cannot be affected by X" (shortened to "cannot be Xed" where applicable). Once this change is finished and made live (currently planned as part of 2.4.0, but that could change), gaining immunity to something will remove instances of that thing, in addition to preventing new instances, while "cannot be affected by" will prevent new effects applying, but not remove existing ones. You'll see this in patch notes when it makes it to live.

Is it possible to apply Bleed, Poison and Maim by a single 'lucky' hit if Noxious Strike (assassin) node is allocated?

Yes, but only if the enemy was already bleeding and poisoned. Noxious Strike cannot apply poison unless you hit a bleeding enemy. If you hit a non-bleeding enemy, and caused them to bleed, you still hit a non-bleeding enemy.

How does Rapid Assault (20% chance to get Onslaught for 3 seconds on Kill) and Graceful Assault (10% chance to get Onslaught for 3 seconds on Kill) nodes interact? is it separate 20% and 10% chance or single 30% roll?

If bleeding character takes 100 physical damage over time per second while stand still and 600 physical damage over time per second while moving, how much damage the character will take over 3 second if it will be knocked back 3 times during that period?

This can be worked out from the above info for a "perfect" case if you want, but in practice will vary because things have to be placed at an integer position, so angles change how far exactly things actually move (And thus how long they're moving for, since speed is constant).

User-side it looks like if slow or 'long life' projectile was created outside of 'some' range from the character the projectile 'become invisible'.
What circumstances could cause hostile projectiles don't display on client?

Entities that are too far from any player are "asleep" and take no actions. Entities that are outside this sleep range of your player specifically, do not exist on your client (but may still be awake if in range of a different player. The exception to this is other players, who are always awake. If another player fires a projectile while outside your sleep range, it may not be able to create the projectile on your client.
This is unlikely to cause any actual mechanical effect, due to projectiles being unable to travel as far as the sleep range.

How does the Enchantment "of War" Creates an animated copy of your current weapon. ( http://pathofexile.gamepedia.com/Decree_of_War ) interacts with The Dancing Dervish when it's in Manifest Dancing Dervish ?
(I unfortunately cannot test it right now, otherwise I wouldn't pollute the questions thread)

I'm confused by the wording, as the Decree states "of your current weapon". However, when Dancing Dervish is active, it disables the weapons slots, so what is the "current weapon" at this stage? Is it still The Dancing Dervish (even though it's disabled)? Is it "nothing" (meaning that we're not getting any effect from the Decree)?

While your weapon is disabled, you are unarmed, and do not have a current weapon. Skills that require a weapon, such as the "of War" skills, cannot be used while unarmed.

Same question with the Decree Of Reflection (http://pathofexile.gamepedia.com/Decree_of_Reflection "Creates a clone of you that attacks with your weapon."). If this spawns a close with the Dancing Dervish when Manifest Dancing Dervish is active, or does it spawn a clone unarmed? If I'm using Facebreaker, does the clone uses Facebreaker as well?

It will summon a Clone, but be unable to give it (a copy of) your weapon. The Clone does not have any of your other gear, so will be unarmed and deal it's base unarmed damage.

if you are using righteous fire which says you burn for 90% of your max life and 70% of your max energy shield when you are using eldritch battery.
Does the Energy shield still count and both will add up and burn your life for that (70% ES + 90% Life)?

Yes. Energy Shield is still Energy Shield, regardless of what it's protecting.

Yes. Eldritch Battery does not say anything at all about removing your ES. It just changes what ES protects. You still have exactly as much ES as you had before taking Eldritch Battery, it's just doing something else now.

I've also noticed Explosive Arrow can be supported by Added Cold. Obviously the weapon attack portion of it benefits from the support, but what about the secondary explosion? Does that get any benefit from added cold, or other "adds X to attacks" or "adds X to spells" mods? What about generic added mods like on some boot enchantments?

Quick Aside: I understand how it uses the first 40% of the total 'cast time' to wind up and the remaining 60% to evenly shoot the total projectiles, however many there are.

You really seem to be overthinking this. There is no reason to call this the 'cast time', as Barrage is an attack, and is not cast. Attacks do not have a cast time, they have an attack time. The base attack time is defined by the weapon, and is modified by attack speed modifiers.
Barrage is exactly the same as a normal attack in this respect. It's not doing anything special at all, just acting like any other attack.

As mentioned above, there is no cast time, nor anything like it. Barrage has an attack time in exactly the same way as any other attack - the base comes from the weapon and it's modified by attack speed modifiers. Just like (almost) every other attack.

Well, after the crunch for the 2.4.0 patch, a trip to Christchurch, and some time putting out fires and fixing horrible crashes in the wake of the release, I've scrounged enough time to answer another page of questions.

I got but one question. How does Daresso fight work? I have developed a deep hatred towards it since he seems to just shit on all evasion/dodge based builds.
Which of his attacks are spells and what part of them can be dodged? Are the Blade tornadoes spells or some physical DoT that cant be evaded or dodged?

Daresso himself uses 6 skills (technically 8, but 3 are are strafe/jump moves in different directions that deal no damage, so we can safely ignore those three for this discussion).

His enrage skill is automatic - he uses it each time a quarter of his life is removed. It grants him a buff increasing attack speed that lasts a short duraiton, except for the last time he uses it, in which case the duration is infinite.

The "clones" skill is an attack projectle skill that spawns the projectiles from locations around the player with a short delay. The projectiles look like icy clones of daresso, but are regular attack projectiles in all respects.

His attack combo/triple strike is a single target melee attack skill that does three sequential hits. The final hit has a percentage of physical damage as extra cold damage. This attack is currently bugged in a way that skips the evasion/dodge check. This will be fixed in future. Interestingly, Double Strike has a similar bug, but only on the second hit.

His reave skill is similar to the player Reave, but does three waves per skill, rather than one, increasing radius each time. 100% of the physical damage of this attack is converted to cold, and this skill has Resolute Technique (always hit, never crit).

His charge skill is a modified Whirling Blades. It's pretty much just like the player version.

He also has the default melee attack, just like most things do.

In addition to the above, there's one skill that isn't used by Daresso himself, but happens around him (similar to the skills that can cast around the player from shrines), which is the Sword Clouds. These are a spell that repeatedly hits anything in their area for physical damage. This spell cannot stun.

So only one spell (Sword Clouds) deals damage (which avoids evasion due to being a spell), one attack (reave) always hits (but can be dodged) via RT, and one attack (triple strike) is bugged and currently ignores evasion/dodge as a result of that bug.

This is a lot of information that took a lot of time to compile. I may have to skip questions in future that are too broad and ask the questioner to be more specific, in order to be able to get to other people's questions faster.

Along the same lines would aura`s like Herald of Fire/Hatred have the same effect?

Herald of Fire is not an aura, it's a buff skill.
This buff is on you, so it's stat modifications are applying to your skills, including the one used by the trap. However, Heralds have additional effects when the thing with the buff kills something under specific circumstances, and since the trap doesn't have the actual buff, it can't trigger those.
Hatred is similar - if it's affecting your stats, your skill as used by the trap is affected. The trap itself can't be affected by the aura, and it wouldn't be useful if it could, since that would affect the Trap's offensive stats, that would affect it's own skills (which is doesn't have).

If you use Fortify, Sibyl's lament, and the Headsman passive from Slayer, do you achieve 100% reduced damage from physical reflect? Or does fortify only reduces 20% of the 20% left after sibyl's and Headsman.

Those are all reduced modifiers to damage taken, they stack additively. This totals 100% reduced physical reflected damage taken (which will still be additive with other reduced or increased modifiers to damage taken, such as Shock).